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Much as how skill attempts are rolled with percentile dice to determine the success or failure of the action, so too are combat attacks rolled with percentile dice. Each character has a Strike modifier and a Defense modifier. When making an attack, whether melee or ranged, there is a base-to-hit percentage that players must roll under in order to score a hit. This base-to-hit number is first modified by the attacker’s Strike modifier, then by the defender’s Defense modifier, and finally by any environmental conditions or any other special conditions that may apply. Ranged attacks vary from weapon to weapon, and base-to-hit’s are determined as a percentage of the weapon’s maximum range.

The following table lists base-to-hit percentages:

Range % Maximum Range Base-To-Hit
Melee Hand-to-Hand combat 50%
Grenades Thrown range 40%
Point Blank Within 5 feet (ranged) 80%
Short 10% 60%
Medium 25% 40%
Long 50% 20%
Extreme 100% 10%

As an example, let’s take a standard pistol, the Desert Eagle, the maximum range of the Desert Eagle is 65 feet (13 squares). That means that its Extreme range will be at 65 feet away, Long range at 32-64 ft, Medium at 16-31 ft, and Short range is at 6-15 ft (editor’s note: granted, the actual max. range is 650 ft, this has been shortened in the interests of gameplay). Note that while Point Blank range has the greatest base-to-hit percentage, making a ranged attack from Point Blank range (adjacent to your target or another enemy) opens the attacker up to an interrupt attack (a free attack).

Strike and Defense Modifiers

Strike and Defense modifiers can be any number of things, from equipment to positioning to status to environmental factors. The following is a basic list of Strike and Defense Modifiers:

Strike Modifiers Modifier Description
Aimed Shot +15% Must be only action performed, may not move this melee action.
Burst Shot +5% May only be used with some rifles or automatic pistols. Fires off a portion (rounded up) of a magazine’s total bullet count. Short burst fires off 10% of a magazine and does +50% damage (round up). Medium burst fires off 50% of a magazine and does 2x damage. Long burst fires off the entire magazine and does 4x damage. Character’s must have the bullets in their magazine to do a Burst. If a magazine can have 30 bullets total, you must have at least 3 bullets left in order to fire off a Short burst and so on.
Kneeling Shot +5% May be done in conjunction with either a normal, an Aimed, or a Burst Shot. May only be used if the character moved half their Speed (rounded down) or less this turn.
Prone Shot +10% Requires 1 full melee action to get into and out of prone position. May be done in conjunction with either a normal, an Aimed, or a Burst Shot. The character may perform no other actions while getting into or out of a prone position.
Scope/ Laser Sight +5% If a gun is equipped with either a scope or a laser sight, you will receive a +5% bonus to your Strike modifier, having both is non-cumulative.
Wild attack -20% Anytime a character uses a weapon for which they are not trained for, they are making a Wild attack with a -20% penalty.
Intimidated -20% Intimidated characters are so startled or scared that they tend to make mistakes during combat and make attacks at -20% for 1d6 rounds.
Emboldened +20% When an Intimidate roll suffers an epic fail, the target becomes emboldened instead and gains a +20% bonus to Strike.
Fatigued -10% After a character has gone through as many rounds of combat as they have Fatigue points, they are fatigued and have a -10% penalty to all attacks.
Exhausted -20% After a character has gone through twice as many rounds of combat as they have Fatigue points, they are exhausted and have a -20% penalty to all attacks. (not cumulative with fatigued, this status replaces fatigued).
Defense Modifiers Modifier Description
Prone -20%/ +20% Defender gets -20% vs melee attacks or +20% vs ranged attacks.
Partial Cover +10% Defender gets +10% from partial cover.
Full Cover +25% Defender gets +25% from full cover
Moving Target +5% If a character moves and ends their turn 3+ squares (15+ ft) from their original position, they receive a +5% defense bonus until their next turn.
Covering Fire +10% Character may fire off half a clip from a gun to give themselves or other characters within 25 ft (5 squares) a 10% bonus against ranged attacks. Covering fire does not do damage to anyone and a character must have at least half a clip to perform. (Only applicable to Modern settings)
Emboldened +20% When an Intimidate roll suffers an epic fail, the target becomes emboldened instead and gains a +20% bonus to Defense.
Dodge +20% A character may elect to Dodge for their entire turn and gain a +20% bonus to their Defense modifier until their next turn, characters may perform no other actions if they decide to Dodge.

Sound confusing? Here’s an example of how a typical turn of combat might proceed:

Todd is a lone soldier traveling along frontier land. He has a Strike modifier of +10% (from his DEX of 8). Todd is carrying a USP9 and comes across a bandit behind some cover about 20 ft away. They roll a d20 for initiative. Todd gets a 12 and the bandit gets a 10, Todd goes first. We know that this is Short range for Todd’s weapon and that his base-to-hit is 60%. Add in Todd’s Strike modifier and it becomes 70%. We also factor in Todd’s ‘Weapon: Pistol’ skill and his Strike modifier jumps up to 80%. Sounds like a sure shot! Next we subtract the bandit’s Defense modifier of 10% (he has the same DEX of 8), that lowers Todd’s Strike mod down to 70%. The bandit also happens to be behind some partial cover (10% Defense mod), further lowering Todd’s Strike mod down to 60%. Todd is back where he started this time. He rolls a 45, it’s a hit!

Armor Rating

Depending on how good (how low) a roll a player gets on their strike roll, they have a chance of bypassing their opponent’s armor. If a player gets below half (rounded down) of the final target number to Strike, after all Strike and Defense mods have been factored in, they strike past the armor and hit the person. Otherwise they simply deal damage to the armor itself.

In the above example, Todd’s final target number after all Strike/Defense mods were taken into account was 60%, if Todd had wanted to deal damage directly to the bandit he would have needed to get below a 30%. Seeing how he rolled a 45, his attack hits the armor.

Damage Resistance (DR)

The idea behind damage resistance is that armor is supposed absorb a certain amount of damage, but as it takes more damage its effectiveness will go down and it won’t be able to absorb as much damage. DR is figured as a percentage of the armor’s total remaining hit point value (whole number, rounded down), usually 10%, but it may vary depending on the material and coverage of the armor. Armor will resist all damage up to its DR rating, but then the anything over that subtracts from its hit points. DR will be readjusted after that to account for the new hit point value. When the Hit points on any armor gets below 10, it effectively loses it’s DR.

Back to our example, suppose the bandit is wearing a flak jacket with 50 hit points. The DR rating of the flak jacket is 5 (10% of 50 = 5). After getting shot by Todd, Todd rolls for damage and rolls a 10, that’s 10 points of damage that will hit the bandit’s armor. The armor’s DR resists the first 5 points of damage, but then takes the remaining 5 points of damage. This reduces its hit points to 45, and thus, its DR goes down to 4 (10% of 45 = 4.5, rounded down = 4). This continues until the armor is destroyed (or he stops getting attacked, whichever comes first).

Interrupt Attack

Occasionally there will be times when a character is interrupted (or interrupts someone else) in the middle of an action, this can happen from a few ways. The first way is if they are disengaging from melee combat with an opponent who isn’t prone. That opponent then gets to make an interrupt attack for free. The only action somebody can make during an interrupt is an attack. After the attack is made, the character finishes their movement. Another way that an interrupt attack can be triggered is if somebody fires a ranged attack inside of melee range with an enemy (if the opponent is adjacent to the attacker. The third way an interrupt attack can happen is if it is part of a trigger from a planned action.


Due to their nature, grenades work somewhat differently from other weapons and certain factors need to be taken into account. As normal when attacking, the attacking player adds in Strike mods and subtracts Defense mods. If the attack is a success, the grenade lands where they intended it to. If it is unsuccessful however, the grenade is still launched, but where it lands is another question. To determine where it lands, each square surrounding the target square is assigned a number 1-8, the player then first rolls 1d8 to determine the direction it goes, and then a 1d4 to determine how many spaces away it lands. The new space is then used as the blast center for the grenade. If the grenade should hit a wall before it goes to the new target space, it explodes on the wall instead. If an epic fumble is rolled, the grenade explodes in the character’s hand before they can throw it.

Also, grenades have different damage/effects depending on how far a person is from their blast center, determined by its Radius. Short (S) radius inflicts full damage/effect, Medium (M) radius inflicts half damage/effects (round down), and Long (L) radius inflicts a quarter damage/effects (rounded down). Grenades listed with a single Radius have the same effect throughout the radius. Grenades are considered to detonate immediately upon landing. Grenades may be thrown at empty spaces (no Defense mods would apply). Treat base-to-hit for all thrown grenades as 40%. Throwing a grenade opens the character up to an interrupt attack.


Apart from moving their Speed rating, characters may also perform a few other move actions on their turn. Note that character’s may only perform one move action per turn.

Get into prone position A character may spend an entire melee action getting into or out of a prone position. They may do nothing else when doing this. Lying prone dramatically increases a character’s accuracy with ranged weapons.
Get into kneeling position If character moves half their Speed or less, they may get into a kneeling position, increasing their accuracy on ranged attacks.
5 foot step A character may move 5 feet (1 square) in any direction as their entire move, if done in this fashion, they do not trigger interrupt attacks.
Run A character may move twice their Speed, but it costs a fatigue point and they may make no attacks until their next turn.


Apart from firing or using a weapon, character’s have a variety of other physical attacks that they have at their disposal. Even though some attacks appear similar in nature, a character’s combat style may add bonuses to the different attacks. Physical attacks also allow the attacker to add in any damage bonus they may have from their STR attribute (or penalties for the weak). Characters must have the Weapon: Unarmed skill or else they will suffer a -20% penalty to their physical attacks.

  • Hand attacks
    • Backhand strike – 1d4
    • Punch – 1d6
    • Karate chop – 2d4
    • Elbow/Forearm – 1d6
    • Body flip/throw – knocks target Prone if successful.
    • Power punch – double damage (+ STR bonus after doubled), counts as two attacks and attacker must skip next melee attack/action. Used with any hand attack.
  • Kick attacks
    • Snap kick – 1d6
    • Kick – 2d4
    • Karate kick – 2d6
    • Knee – 1d6
    • Wheel Kick – 2d6
    • Roundhouse kick – 3d6
    • Crescent kick – 2d4+2
    • Trip attack – knocks target prone if successful.
    • Jump kick – 3d6×2; must be first attack in a round, uses all actions and attacker may perform no other attacks during that round. Range of 2 squares (10 ft).
  • Special attacks
  • Body block/ tackle – 1d4 and opponent has 60% of being knocked Prone. If not knocked Prone, target loses a melee action and skips next melee action/attack.
  • Arm, Leg, Body, Neck hold
    • Requires: Wrestling
    • If strike successful, no damage done, but target is unable to move, attack, or perform any other actions. The only thing they may attempt to do is break free of the hold.
  • Leap attack – doubles damage (+ STR bonus after doubled); must be first attack in a round, uses up all actions and attacker may perform no other attacks during that round. May be used with any punch attacks or melee weapons. Range of 2 squares (10 ft).
  • Disarming strike – Knocks target’s weapon out of their hands and sends it flying 1d4 squares (5-20 ft) away. Can only be used on a target holding a weapon.

Critical Hits and Epic Fumbles

As with skills, players who role exceptionally well (or bad) have extra benefits (or consequences) to their actions. If a character’s attack role comes under 10% of the target number (ie if an attacker needs to roll below a 70% to hit, that character needs to roll below a 7% to score a critical) that attack is considered a critical hit. Critical hits do the full damage of the attack along with an extra d6 of damage and any damage bonuses from the character, rather than having to roll standard damage dice. So if an attack normally does 4d6 damage, a critical hit will then do 24 + 1d6 points of damage instead. An epic fumble happens when a character rolls above a 90% on an attack roll. When this happens, the attack automatically fails and something bad happens. This can depend on the situation and its entirely up to the GM what exactly that ‘something bad’ is, or as an option, the player rolls a d20 on the Epic Fumble table below:

Roll Result Description
1 Not Bad! Your attack is now a hit, roll damage as normal.
2 Opportunity Knocks Your target may take one extra turn this melee round. This is an extra turn that temporarily interrupts the turn order.
3 Ouch! My Eyes! You become blinded for 1d6 melee rounds. -30% Strike/Defense mods.
4 Winded You are now fatigued. -10% Strike modifier.
5 Emboldened Your target gets a bonus +20% to their Strike modifier for 1d6 rounds.
6 Awkward Position Your Defense modifier is at -20% for 1d6 melee rounds.
7 Going for Broke Your weapon breaks and cannot be used the rest of the battle. Up to GM’s discretion if it can be repaired.
8 Bruised Ego You can’t attack any other targets for 1d4 melee rounds, or until target dies.
9 Distracting Your failed attack distracts a nearby ally (within 6 squares or 30 ft), all adjacent enemies next to him may make an interrupt attack against him.
10 Frazzled Your Strike modifier is at a -20% for 1d6 melee rounds.
11 Wrong Way You move 2 squares (10 ft) in the opposite direction from your target. This does not provoke interrupt attacks as normal.
12 Where Am I? You cannot attack for 1 full melee round.
13 Pulled Groin Your speed is reduced by half (rounded down) for 1d6 rounds.
14 Pulled Muscle Your damage is reduced by half (rounded down) for 1d6 rounds.
15 What the Hell?! Your weapon flies out of your hand and goes 1d6 squares away from you. You will need to move to it and spend a melee action to recover it.
16 Sorry About That! Your attack hits the nearest ally in range, if none available, nothing happens.
17 Whoops! You fall prone and will need to use a melee action to get back on your feet.
18 Clumsy Oaf The attack hits yourself instead.
19 Lowered Guard All adjacent enemies may make an interrupt attack against you.
20 Nothing Nothing happens, the attack simply misses.

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